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General Tabletop Discussion
*Pathfinder & Starfinder
Do you think Haste is too powerful as is?
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<blockquote data-quote="Spatzimaus" data-source="post: 494687" data-attributes="member: 3051"><p>No, if you're a level 6 Sorcerer you Haste the Fighter, or the Cleric, or the Rogue, etc. and let THEM do the double-damage thing. Then you take Fireball or whatever as your next spell. But that's a style thing, if you like being the one doing the massive damage, go ahead and take Fireball. For me, I was grouped with a Wizard who liked nuking, so I'd haste him instead. The party's damage output was increased by teh same amount, and the group is better off with a Sorcerer who can haste 4 times per day at level 6 (and 6 times at level 7).</p><p></p><p>In the end, though, I think the biggest indication that it's broken is that it's never a question of whether it'd help. It ALWAYS helps.</p><p></p><p>Anyway, to the "solutions" part:</p><p>Rapid Strikes already gives an extra attack, Expeditious Retreat gives more movement, so saying "no casting" isn't really a good solution.</p><p>You could say that the extra partial action always happens before your normal action (which would mean someone hasting themselves doesn't get the benefit until the next turn) but that doesn't change targetted Haste or Mass Haste much; the other people still get full benefit.</p><p>You could remove the AC.</p><p>You could move it to level 4.</p><p>You could add an XP cost paid by the TARGET (the analog to the aging).</p><p></p><p>Or, you could add some other downside. One thing I've been thinking of trying: it's not normal for someone to be moving that fast, so all of their instincts will be off. This'd be very distracting; you'd be tripping over things unless you concentrate. I'm thinking "-2 to all skill or ability checks and no Take 10 allowed" or something similar. Maybe add that since your metabolism is sped up you're more vulnerable to things like poison and disease (-4 to all Fort saves and secondary times go from 1 minute to 1 round for poison or 1 day to 1 hour for disease)</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 494687, member: 3051"] No, if you're a level 6 Sorcerer you Haste the Fighter, or the Cleric, or the Rogue, etc. and let THEM do the double-damage thing. Then you take Fireball or whatever as your next spell. But that's a style thing, if you like being the one doing the massive damage, go ahead and take Fireball. For me, I was grouped with a Wizard who liked nuking, so I'd haste him instead. The party's damage output was increased by teh same amount, and the group is better off with a Sorcerer who can haste 4 times per day at level 6 (and 6 times at level 7). In the end, though, I think the biggest indication that it's broken is that it's never a question of whether it'd help. It ALWAYS helps. Anyway, to the "solutions" part: Rapid Strikes already gives an extra attack, Expeditious Retreat gives more movement, so saying "no casting" isn't really a good solution. You could say that the extra partial action always happens before your normal action (which would mean someone hasting themselves doesn't get the benefit until the next turn) but that doesn't change targetted Haste or Mass Haste much; the other people still get full benefit. You could remove the AC. You could move it to level 4. You could add an XP cost paid by the TARGET (the analog to the aging). Or, you could add some other downside. One thing I've been thinking of trying: it's not normal for someone to be moving that fast, so all of their instincts will be off. This'd be very distracting; you'd be tripping over things unless you concentrate. I'm thinking "-2 to all skill or ability checks and no Take 10 allowed" or something similar. Maybe add that since your metabolism is sped up you're more vulnerable to things like poison and disease (-4 to all Fort saves and secondary times go from 1 minute to 1 round for poison or 1 day to 1 hour for disease) [/QUOTE]
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Do you think Haste is too powerful as is?
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